#version 150

uniform sampler2D Sampler0;

uniform float GlintAlpha;

in vec2 texCoord0;

out vec4 fragColor;

void main() {
    vec4 color = texture(Sampler0, texCoord0);
    if (color.a < 0.1) {
        discard;
    }
    fragColor = vec4(color.rgb * GlintAlpha, color.a);
}
